I had the privilege of being the last post in the previous thread... so forgive me for reposting lol
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That other review thread is something else. Are there any other games where the "ludonarrative" critique is applied to outside of TLoU and Uncharted?
I never thought gameplay should necessarily be considered canon for the story, but I do believe the gameplay should convey a sense of tension, horror, danger, excitement, wonder, fantastical, etc., that complements the themes presented by the story.
Of course, any game that blends the lines of gameplay and story in a meaningful and FUN (emphasis on FUN) way should be lauded. In my opinion, TLoU:II succeeds on this front.
IMO, TLoU:II is the absolute best at using gameplay as a means to create urgency, direness, danger, and tension that a world as fucked as it is in TLoU universe demands. These feelings carry over into the story presentation that allows for maximum narrative impact.
For example, the zombie chase after the subway sequence. My heart was fucking pounding and my stress levels were screaming flee, flee, flee. Finding safety and agreeing with Dina to take shelter inside of the theater game me real stress relief.
Literally, I took a deep breath of relief and my heart rate dropped. Then my heart rate rose again after that relief was shattered by the realization Dina is indeed pregnant. A real sense of overwhelming fuck took over and I felt exactly as Ellie felt.
This is one example of many over 25+ hours why TLoU:II is mastercraft. I've said it before, and I'll say it again. There are other examples of mastercraft stories in games from this generation. Games like God of War and TW3 belong in this category. But TLoU:II stands tall above even those two. It's an amazing achievement and hopefully this takes game storytelling to the next level next-gen.